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Boethia's Shrine is located high in the mountains south-southeast of Cheydinhal.

Head south of Vaermina's Shrine at Lake Poppad until you are parallel to the fork in the nearby river. At that point, head straight east into the Valus Mountains (you may want to consider rock climbing). The shrine is northeast of Fort Facian and northwest of Hame. The shrine's priest Hackwen is attended by Tolvasa Sendas and Pajeen. They are unwelcoming of visitors and lament that their secret location has been found. A few small patches of Clouded Funnel Cap mushrooms are the only alchemical resources nearby. After talking for a while, Boethia opens a portal to an Oblivion Plane, for you to compete in the "Battle of Ten Bloods". In the "Battle of Ten Bloods" you must defeat each of Boethia's (tobe) champions, each a different race. In the Oblivion Plane you will find massive gates one after another. Behind each of these gates is a level-appropriate hostile NPC. You must defeat each NPC in turn to open the next gate. Before each NPC appears Boathia will give you some information on each of them. You can rest an hour between fights to recover health and magicka, as long as you don't get close enough to the next gate to trigger Boethia's little pre-battle introduction. The next combatant in the trial does not seem to be generated until that point. After you have defeated them all, Boethia will open another portal, for you to return to his shrine. Upon activating the portal you have the option of either going through or to go back to loot the bodies of the slain Champions. You will want to clear as much inventory space as you can before entering the trials. Your opponents will have a lot of nice gear and veritable boatloads of healing potions. For this reason, you also want to avoid pushing them into the lava. It will kill them, and count as a win, but makes it hard to get the goodies. Upon succesfully returning and thus completing "The Battle of Ten Bloods" you will receive a gift from Boethia, the daedric artifact Goldbrand. Clavicus Vile's Shrine is a daedric shrine located southwest of Imperial City in the Heartlands, and north of Felgageldt Cave. It is attended by Anedhel and Gul gro-Burbog and overseen by Ma'Raska. Plants of note near the shrine include a couple of monkshood, a few steel-blue entoloma and some viper's bugloss. After giving Clavicus the offering of gold, he speaks of a sword he wishes to recover, "Umbra." You are given the statuette of the dog that is standing next to him, then sent off. After you've walked a bit, the statuette will speak to you, giving a short story before pleading with you to not return the sword to Clavicus Vile. The quest says to start in Pell's Gate, a small settlement. The treasure is actually to the west, in an Ayleid ruin, Vindasel. The ruin is not deep, but there is a crusher and a gas trap inside, so remain vigilant. Once you have reached the destination, you will find that Umbra is not only the name of the sword, but also the person that wields it (or rather, an alias the wielder assumes). Kill Umbra and retrieve the sword. When you return to the Shrine, you can either keep Umbra or give it to him for your reward (a dialog will ask if you want to give him the sword). If you return it, your reward will be the daedric artifact, Masque of Clavicus Vile. You will finish the quest either way, so even if you keep Umbra, you can still do the quest at the Shrine of Hermaeus Mora. If you decide to keep the sword, it will no longer be weightless. It will then have a weight of 45. Located high in the Jerall Mountains, at the northern edge of the province is Hermaeus Mora's Shrine. North of Sancre Tor, the shrine is most easily accessed through the mountain trail from Chorrol to Bruma. When near the shrine a number of stone staircases will begin appearing. The shrine is attended by Norasa Adus and Bruscius Longus. The shrine's priest and quest-giver is Ri'Jirr. Four wormwood plants are located at or near the shrine. No other plants are present. Unlike most Daedra who are represented as a person, or a beast, Hermaeus Mora appears as a globular crab-plant thing, this may be Hermaeus Mora's true form or one he chose for some unknown reason to signify logic. The Shrine of Hermaeus Mora is located in the northwest most point of the Jerall Mountain range, directly west of Cloud Ruler Temple. In order to obtain this quest, you must have completed all of the 14 other daedric quests. In addition, you must have advanced to the Blood of the Daedra segment of the main quest and be level 20+. The

quest involves capturing souls from each of the ten races using a special soul gem and spell given by Hermaneus Mora.Walkthrough You must use a special given Black Soul Gem and special Soul Trap spell called Mora's soul trap provided by Hermaeus Mora to capture an NPCs soul. The following is a list of suggested NPCs for each race: Altmer (High Elf) Marauder Battlemage, Vampire Patriarch, Vampire Sorcerer, Vampire Witchhunter, Necromancer, Conjurer Argonian Marauder Archer Bosmer (Wood Elf) Bandit Bowman, Vampire Acrobat, Vampire Archer, Vampire Thief, Adoring Fan, worshippers at the Shrine of Sanguine Breton Bandit Hedge Wizard, Conjurer, Conjurer Adept, Necromancer, Necromancer Adept, Vampire Agent, Vampire Mage, Vampire Spellsword Dunmer (Dark Elf) Bandit Bowman Imperial Marauder Archer, Marauder Warlord, Vampire Monk, Vampire Sorcerer, Lord Lovidicus from Origin of the Gray Prince quest, worshippers at Meridia's Shrine Khajiit Bandit, Highwayman Nord Marauder, Marauder Warlord, Vampire Barbarian, Vampire Bard, Vampire Knight Orc Adventurer, Agronak gro-Malog of the Arena, Black Brugo, Marauder, Marauder Warlord, worshippers at Malacath's Shrine Redguard Vampire Rogue, Vampire Scout, Bandit, Bandit Ringleader, worshippers at Molag-Bal's Shrine The Shrine of Hircine is located in the Nibenay Valley, halfway between Bravil and the Imperial City and south of Sweetwater Camp. The shrine is worshipped by Vajhira, Boroneth, and Hunting Tail, who will give you information on the quest. Hircine will ask you to travel to Harcane Grove in the southwest, kill a unicorn, and bring back its horn. The unicorn is guarded by three special Minotaurs, and the unicorn itself may also fight you. Upon returning the horn to Hircine, you are rewarded with the Savior's Hide, one of the best suits of light armor in the game, with a constant 25% Spell Resistance. To kill the Unicorn, you will need to use enchanted or silver weapons. Just use the strategy of jumping on something and shooting it with the bow and silver arrows, then finish it off with a sword or knife. If you don't do this the Unicorn may kill you due to its strength. Return to Hircine with the Unicorn Horn and you will be rewarded with the daedric artifact, Saviour's Hide. Molag Bal's Shrine is located deep within the Great Forest. It is southeast of Chorrol, northeast of Skingrad and west of the Imperial City. Head straight west out of the bridge from the Imperial City Talos Plaza District. Keep going west, past Breakneck Cave, until you come to the Ayleid ruin of Narfinsel. Go south-southeast until you see the shrine. Olyn Seran and Yushi speak of Lord Molag Bal but the priest Amir can give you the shrine's quest. With the pelt in your inventory activate the shrine. Molag Bal tells you to corrupt a man named Melus Petilius. In order to do this, you must make him attack you with the Cursed Mace that Molag Bal provides. He lives at the settlement of Brindle Home. Head there and talk to any villager with a disposition of 60 or more and they will tell you about Petilius. He moved to a cabin to the southwest and he visits his wife's grave daily. You can't get him to attack you in his home, but at his wife's grave he is easily angered. Petilius heads to the grave at 10:00 a.m. Follow him there. When he begins praying at the grave, drop the Cursed Mace nearby and beat him with your fists. Talk to him and he will grab the mace. Allow him to beat you to death (you must die). You'll then reappear at Molag Bal's shrine and he'll award you the Mace of Molag Bal. Necromancers Dark Fissure is a cave located southeast of Cheydinhal, and east of The Reed River. Inside the cave you will find various undead creatures (zombies, skeletons, lichs, etc.) and human necromancers, as well as your standard dungeon loot. For those of you interested in Black Soul Gems, it should be noted that the cave doesn't have any Black Soul Gems to loot (as was my experience after searching this cave in its entirety) although there may be a small chance to loot one from a necromancer. Bloodrun Cave is a cave east of the Niben Bay and the Nibenay Valley, south of the Panther River, near the Seran Camp and Kindred Cave. Its entrance is marked by zombie bodies put there as warning signs. The entrance faces the river. The Cadlew Chapel is an abandoned chapel that is situated on the bank of Silverfish River. It seems that it has been taken over by a group of necromancers. The inside of the chapel is a whole mess, with benches thrown around and lots of dead zombies on the floor. You will find two necromancers inside, along with a dead treasure hunter and a chest with some random loot. There is a ladder up to the tower, where you'll find a skeleton along with a chest also containing loot. There are two samples of the rare Human Heart on the floor. Even though the altar works, the blessing does not affect the prayer. Echo Cave is a cave located in the Jerall Mountains. It is where the head necromancer Mannimarco, the King of Worms, decides to take up residence when he threatens the Mages Guild. Elenglynn is a small elven ruin located about halfway between Chorrol and Skingrad, just slightly southwest of Redguard Valley Cave. Fort Doublecross is located northeast of Leyawiin. It's a three-sectioned necromancer dungeon. Fort Istirus is a three-level necromancer dungeon located halfway between Kvatch and Skingrad south of the Gold Road and north fo the Strid River. There is a necromancer's altar just to the west of the fort. A tree grows through the middle of the ruin and the fort's southern face has fallen open. Plants are abundant with morning glory growing on the ruins and flax within. A couple of cinnabar polypore grow on the tree and two dryad's saddel polypore grow near the entrance. More flax and some alkanet grow near the altar. Fort Linchal is north-northeast of Kvatch and north of Sandstone Cavern or Shetcombe Farm. There is a necromancer's altar outside of the entrance to Fort Linchal. Some distance to the east is an Ayleid Well and a short distance to the south is an Ayleid Well. Fort Variela is located on the west bank of the Upper Niben, downriver from Fort Alessia. This is quite a small two room dungeon inhabited by necromancers and not much else. A few locked crates dotted around, but otherwise unremarkable. Garlas Agea is a single level Ayleid Ruin, located in the heart of the Gold Coast, directly between Anvil and Kvatch. Kindred Cave is a cave east of the Niben Bay and the Nibenay Valley, to the north of the Panther River. On the other side of the Panther River is Bloodrun Cave and Seran Camp. The cave is a Necromancer hangout, and coffins are found throughout. Old stone ruins marks several sections of the cave, and in one large chamber, twenty four chairs have been placed in four groups with a sacrificial altar found raised above the chairs. Leafrot Cave is a cave inhabited by necromancers. It is located just north of the end of Panther River's northwest branch, or directly north of Fort Redwater and south of Fort Cuptor on Lake Canulus.

Lost Boy Cavern is situated directly north-northwest of Lake Canulus, in the Nibenay Valley and east of the Silverfish River. The entrance to the cave is embedded in a moderately sized rock. Notice that it is a necromancer cave due to the Nightshade and skull-sticks. Lost Boy EntranceWhen you enter the cave, you should immediately find a burning corpse- nothing on it. Continue searching around and looting chests; many will contain moderately powerful magical equipment or items. In the first level of the cave (Lost Boy Entrance), you should find two more entrances: the Lost Boy Yawning Halls and the Lost Boy Canyon. Lost Boy Yawning HallsSeveral necromancers and other enemies can be found in this level. Some of the necromancers are holding moderately powerful magic items, such as scrolls and potions. Occasionally, they will wear armor of some sort. Continue looting throughout the cave. Noteworthy are the a couple notes found in the cave, which entail rituals and information on necromancers. Once you have gone throughout this cave, continue to the Lost Boy Hidden Bastion. Lost Boy CanyonNothing too noteworthy here except for a one or two chests containing weak magic items, and necromancers. Although another Hidden Boy note is found here. Lost Boy Hidden BastionSearch throughout the third level of the cave (overall easier to navigate). A desk with a red tapestry above it contains some interesting notes. Read the three Angry Letters to the Mages Guild. Each letter describes a lich named Erandur-Vangaril. On the desk is also some alchemical tools useful to you. Afterwards, go towards the stairs near the desk and walk straight up, and continue until you enter a room with two sleeping slabs, and a stairway blocked by dirt with a chest under it. Kill the necromancers in the room, and continue towards the chest near the stairs. Inside the chest is a key and another note. Pick them both up, and search around the room for more chests. Head back down the stairs and enter the "Old Wooden Door" with an average lock; the key will open it. Inside the room you will encounter two Skeleton Guardians and ErandurVangaril, a necromancer turned lich. Take the gaurdians out, but Vangaril won't attack, nor can you attack him, unless you're at least level 23 when you first enter the area. Head behind the chair and there is a chest with a note upon it. Read the note if you wish. The chest has an 'average' lock level and cannot be opened with the key. Inside the chest is another note, and a level-dependent treasure. Mackamentain is an Ayleid ruin located north of the Silverfish River (go in a straight line north of the Imperial Bridge Inn, it's just northwest of the lake you encounter). There's an Ayleid Well across from the entrance. Moss Rock Cavern is just north of Roxey Inn and you are sent here by Marlene of that tavern in The Gravefinder's Repose quest. This cave is inhabited by Raelynn the Gravefinder, her fellow necromancers and associated undead. Marlene claims the undead often wander outside at night. South of the Faregyl Inn and southwest of the Inn of Ill Omen, Pothole Caverns faces away from the inns. Human remains and a zombie in a coffin, make necromancers seem likely. Underpall Cave is a cave southwest of Bruma in the Great Forest, just off the Orange Road near Moranda. Its also the site of the tomb of Lord Berich Vlindrel in the offical Knights of the Nine plugin, where you face his wraith. Wellspring Cave is a cave east of the Imperial City on the other side of Lake Rumare, on the Red Ring Road, near Fort Magia. The quest A Mage's Staff takes place here. Wendelbek is a large, multi-level elven ruin in eastern Cyrodiil. Located quite off the beaten path, it can be found by heading east from Bravil across the Niben Bay, following the Panther River until you hit Black Dog Camp. Once at the camp, head east-northeast. Wendelbek lies on the edge of the Panther River. If you find Leafrot Cave, you've gone too far.Wendelbek There is a small remotely opening door that is filled with three zombies. It is possible to shoot arrows through the hole in the middle of the door without the zombies detecting you, making them easy to kill using sneak attacks repeatedly. Near the door, there is a secret door next to it, only opening after going to the last room. Wendelbek Aldmerisel There are several lowered staircases which can be raised by the button in the middle of the room, below the raised platform. In the middle of the room on the raised platform, there's a Varla Stone near the necromancer. Heading north up the stairs on the right side of this large room leads to a button you can press, which opens up the gate to go into the next room. Wendelbek Sel Aran Mathmedli The Ayleid statue is locate in this room just past the door that is open past the switch beside it. Beware that there are poison gas traps, and two Dark Welkynd Stones, which shoots mildly-powerful frost beams. These stones are atop the tower you passed after coming down the stairs, and the other atop the other similar tower at the far end of the room. Fort Teleman is located some ways east of Arpenia and south of Shattered Scales Cave on the southern tip of the Panther River. Alchemical plants are located close to the ruins and include a few somnalius frond, a Nirnroot and six rare Pitcher Plants. To the west is a small, unmarked lake has some green stain cup a few clouded funnel cap, three more Nirnroots and six more, difficult to harvest, Pitcher Plants. Vampire Bloodcrust Cavern is a small cave east of Castle Skingrad, and is populated by a small band of vampires. South of the cave the ancillary ruins of Silorn are visible. There are no alchemical plants in the area. Barren CaveOn the 'Blue Road to Cheydinhal', east of Imperial City. Right next to the east side of a series of waterfalls connected to small lake, a stairwell leads up to the cave. A variety of plants grows around the entrance of the cave (including a Nirnroot down by the water.) Inside the cave is a moderately sized band of Vampires, with a telltale sign containing several coffins (common in Vampire caves.) The loot here mainly comes from defeating the Vampires , and gets better as you level up , the Vampire Matriarch/Patriarch usually carries an enchanted two handed weapon , to get to the last treasure hoard , defeat the Patriarch or Matriarch in the room with the coffin and approach a suspicious corner , and it will open up to reveal some money or soul gem Crowhaven is a fort north and slightly west of Anvil. Fanacas is an Ayleid ruin, composed of a single large area, located north east of Cheydinhal. Among these ruins there's an Ayleid Well. A large portion of this ruin is flooded. It is home to a small group of vampires. Fort Carmala is a ruined fort directly due south of the Chorrol stables. Populated with vampires. Fort Hastrel is a fort ruin located north of Kvatch occupied by Vampires. It is a two-level dungeon. There are a few plants at the entrance door, Ginseng, Lady's Mantle and Motherwort plants. In the outdoors area, there is a Skeleton patrolling the roof and a slightly disturbing section containing a hanging Zombie-like corpse, beneath of which there is an open coffin and a collection of body parts in a metal basket. Fort Redman is a two level vampire lair. It is located on the east coast of the Lower Niben due north of Leyawiin. It is just northwest of Fisherman's Rock.

Much of the ruins upper floors remain and even a section of roof has survived. The topmost level has a hard to reach treasure trove. Under the stairs on the ground floor is a Nirnroot. There are no other significant plants. Fort Redwater is located in the 'crotch' of the last two legs of the Panther River. The remains of two towers lie above ground and a two-level vampire dungeon lies within. Fort Roebeck is located southwest of the Imperial City in the east coast of the west leg of the White Rose River. It is a two level dungeon. Additionally, there is a Nirnroot plant in this dungeon. Fort Vlastarus is located east of Skingrad, south of the Gold Road. It is northeast of gro-Bak Camp. The fort is mostly collapsed as are the secondary ruins. The Gutted Mine is a small silver mine high in the Jerall Mountains, southwest of the Shrine of Azura. It is locked and can only be opened by doing the Shrine of Azura quest. The mine is occupied by five vampires called "Afflicted Brethren". It's dotted with various silver veins and the coffins often contain gold. Lipsand Tarn is a large elven ruin located in deep the Colovian Highlands region of northwestern Cyrodiil. It is some distacne north of Nonwyll Cavern and northeast of Cloud Top. It is west of Sancre Tor. Not overly large, Lipsand Tarn is impressive nonetheless. Located on the crest of a high mountain range it is easily seen from some distance. The ruin is best approached from a mountain trail to the east up a set of once grand stone stairs leading to Lipsand Tarn's stone door. Approaching from the south is impossible due to the steep mountain side. Memorial Cave is a large vampire den located on the beach southeast of the Imperial City. It is where you must go to retrieve the Ancient Vampire Dust in the quest Order of the Virtuous Blood. Ninendava is a small Ayleid ruin located west of Bruma, north-east of Sancre Tor. Nornalhorst is an Ayleid ruin located east of Skingrad, just east of the Howling Cave. Vampires have taken residence here. Scattered around the ruins of Nornalhorst are alkanets, flax, and columbines. Marauders Dasek Moor is a fort ruin off the Gold Road south of Kvatch on the West Weald side of the regional border with the Gold Coast. It is listed on the world map as a mine but that is misleading. Marauders have taken up residence here. A chest lies partially hidden above the entrance. Fort Alessia is an Imperial fort in The Heartlands north of the Imperial City, located just south of the Red Ring Road, and between the western shore of the Upper Niben River and Sweetwater Camp. Located in Blackwood, Fort Blueblood is a fort ruin inhabited by marauders. Fort Cedrian is a fort with a few marauders. There is one Nirnroot here. The only notable treasure is a Claymore of Dispel (Dispel 25 pts on Strike). The fort is located in the Yellow Road near Crestbridge Camp and Corbolo River. Fort Homestead is a ruined fort located south of the Imperial City. The fort is populated by Marauders. There are often a few bandits outside. There are many traps inside the fort. Fort Nikel, located at the southwest corner of the intersection of the Red Ring Road and the Black Road (just northwest of Wawnet Inn), is a one room fort ruin. The above ground ruins are extensive with much of the outer walls of Fort Nikel still standing. The entrance lies in the center of the collapsed central keep. A bed can be found in the central ruins as well. Nath DyerNear the back of Fort Nikel you should find a small lake, if you should go and look at it you can see a rotten and severed body floating in the water. You'll notice that it's the remainings of Nath Dyer. If you search him you'll find Primrose Leaves and a letter. However these items will trigger a quest that can't be completed. The developers probably left this an incomplete quest. It is possible that Nath was killed by the bandits living in Fort Nikel. It seems that the letter was meant to be sent to an unknown woman in the Imperial City, telling her to meet Nath outside of the fort. Fort Ontus is a fort ruin located northeast of Nonungalo. Fort Scinia is located southeast of the Cheydinhal, deep within the Valus Mountains. The above ground ruins are extensive and feature a hard to get to raised platform with a Fine Steel Bow, two Arrows of Burning and a few Silver Arrows. Fort Strand is a fort located just east of Anvil. It is inhabited by Marauders and Bjalfi the Contemptible, who holds Rockshatter. Fort Urasek is a fort ruin in The Heartlands east of the Imperial City. It is filled with Goblins and Marauders, which are not allied and fight each other. Fort Wariel is located in the northeast side of The Gold Coast, directly underneath the "County Kvatch" text (as seen on the in-game Map). The ruins used to be part of an Imperial Fort that has long since been inhabited by Marauders. There is a decent amount of loot, and it is protected by a Marauder Boss, as well as a Battlemage. Fort Wooden Hand is a fort ruin located a short ride northeast of Gottlesfont Priory which is west of the Imperial City and north of the gold road. Greyland, a small settlement located just west of Leyawiin, is home to Skooma dealer Kylius Lonavo and his Marauder friend. A poorly kept stone fence surrounds the property and the area, indicative of Blackwood, is lush with vegetation. A wide cobblestone path surrounds the house itself. Alchemical plants of note are a few Dragon's Tongue and Tiger Lily that grow by the front door. Crates and barrels are stacked alongside the house. The inside is in disarray but contains cupboards, dressers, and a bed. Various foodstuff can be found here as well. Infested Mine is a mine located in the Colovian Highlands. A Marauder Warload can be found there. Nornal is an Ayleid ruin located west of Drakelowe. It consists of four rooms that contain puzzles and traps. A friendly Orcish Adventurer can be found in the final room, Nornal Goriluch. He is apparently in search of treasure for Gortwog and Orsinium. He will come to your aid if you are attacked within that room. Nornal Goriluch also contains a gate release puzzle. Rockmilk Cave is a cave north of Leyawiin, right behind the Water's Edge settlement. This cave is a headquarters for the Black Bows. Sercen is an Ayleid ruin directly North of the Imperial City Prison, that can be found along the path running around Lake Rumare and the Imperial City.

In the Rosethorn Hall Top Floor, there is a little housing unit around the top of the stairs. On top of that housing, all the way against the west wall, there is a "Long Forgotten Note". You can reach it without any furniture by getting in the corner between its North wall and the Bedroom's West wall, jumping straight up, and grabbing the note from the corner. Another way to get it with furniture is to jump onto the nearby table, then onto the bookshelves, then just grab the note (it will be at eye level). This note gives a riddle, Two bodies have I, though both joined in one. The more I stand still, the quicker I run. The answer to the riddle is an hourglass. In the basement there is a pillar with garlic hung on the sides of it. Where the pillar meets the ceiling there are a few connecting planks running diagonally. Between one of the planks and the pillar is a battered hourglass, take it. NOTE: You will not be able to obtain the hourglass without taking the note. The hourglass will appear after you have picked it up. You can begin this quest either by talking to Lithnilian at the Imperial Bridge Inn or by finding his notes in Bramblepoint Cave. He was researching a natural outcrop of Welkynd Stones when he was attacked and fled, dropping his notes in his flight.If you started this quest by finding his notes, then you simply have to go to the Imperial Bridge Inn and speak with Lithnilian. He will immediately give you your reward, thus ending the quest. If you started by speaking with Lithnilian, he explains his predicament and gives you the location of Bramblepoint Cave. It lies a very short distance to the West, on the other side of the Yellow Road. The cave itself consists of three levels and a variety of natural creatures. One the third level there is a boss creature guarding a chest with fairly good loot inside. However the chest with the research notes is in the corner of the room with the boss chest. Once you have them, return to Lithnilian to claim your reward. You'll meet a strange Khajiit named S'jirra at the Faregyl Inn. She insists someone is stealing her supply of Jumbo Potatoes. Apparently, she uses them to make what she calls her "Famous Potato Bread". She will offer a reward for the potatoes' safe return. Whoever it was that stole it, S'jirra says it was "huge" and headed west. Follow your compass out into the wilderness. It won't be long before you run into an Ogre. Kill it and you'll find it was carrying her Jumbo Potatoes. Return the potatoes to S'jirra. She will give you 2 S'jirra's Famous Potato Breads. This quest is found upon entering Shetcombe Farm to the north-east of Kvatch. Once inside you'll need to find a diary page which is located in a bowl on the middle table. Read it and it will tell you to head to Sandstone Cavern which is close by to the north-east. Make your way through the cavern and you'll find the body of Slythe Serengi the former owner of Shetcombe Farm which has fallen in a grotto. He was on his way to make a gift to The Sunken One to stop the Oblivion gates from opening. The bag with him will contain all sorts of gems and precious metals. The Sunken One is also in the grotto and you either have to fight him or flee. The Sunken One is a large living rock creature (Storm Atronach). Find and read the third page of Slythe's diary to finish the quest.

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